Skyblock Skyblock Update - June 13, 2018

Discussion in 'Change Log' started by Leeeroieee, Jun 13, 2018.

Thread Status:
Not open for further replies.
  1. Leeeroieee
    Offline

    Leeeroieee Well-Known Member Premium

    Joined:
    Mar 26, 2017
    Messages:
    1,564
    IGN:
    Leeeroieee
    • Various performance tweaks to help reduce lag:
      • Activation range for monsters and animals reduced. This controls how close you have to be standing to a mob for it to become active
        • Animal activation range reduced from 32 blocks to 16
        • Monster activation range reduced from 32 blocks to 24
      • Maximum tick time for tiles and entities has been reduced. This controls how much time the server will spend on tasks such as mob AI/movement and chest open/close animations before moving on to other tasks.
        • Maximum tick time for tiles reduced from 50ms to 20ms
        • Maximum tick time for entities reduced from 50ms to 25ms
      • Maximum entity collisions reduced from 8 to 2. This limits the number of times a single entity can collide with other entities per tick.
      • Tick update interval for hanging entities has been increased from 100ms to 200ms. This reduces the frequency at which they are updated, reducing lag.
    • Zombie pigmen no longer spawn naturally within nether portals. They still spawn naturally in the nether and from zombie pigmen spawners. Update: They still do spawn in nether portals apparently. Sorry for any confusion.
    • Update: Dropped shulker boxes are no longer removed by clearlag
     
    Last edited: Jun 24, 2018
  2. MissPandas
    Offline

    MissPandas Active Member

    Joined:
    Dec 3, 2015
    Messages:
    80
    IGN:
    MissPandas
    Thank you. :)
     
  3. bERYbERRY
    Offline

    bERYbERRY c000000000000000kies Builder Premium

    Joined:
    Mar 2, 2014
    Messages:
    10,372
    IGN:
    BertBerry
    Tysm leee again!
     
  4. Monster_Sparklez
    Offline

    Monster_Sparklez Yee yee Bubba Premium Premium

    Joined:
    May 27, 2016
    Messages:
    1,795
    IGN:
    Monster_Sparkles
    Thanks for making this server better
     
  5. Gamzee24
    Offline

    Gamzee24 Loner Premium

    Joined:
    Feb 23, 2015
    Messages:
    1,688
    IGN:
    Gamzee2448
    Thanks dad
     
  6. Monster_Sparklez
    Offline

    Monster_Sparklez Yee yee Bubba Premium Premium

    Joined:
    May 27, 2016
    Messages:
    1,795
    IGN:
    Monster_Sparkles
    lees not a dad he's a bee
     
  7. Dewsiee
    Offline

    Dewsiee Boss Member

    Joined:
    Mar 16, 2014
    Messages:
    5,482
    Man... my sheep grinder has to have like 3 alts now. xD
     
  8. Monster_Sparklez
    Offline

    Monster_Sparklez Yee yee Bubba Premium Premium

    Joined:
    May 27, 2016
    Messages:
    1,795
    IGN:
    Monster_Sparkles
    poor dew
     
  9. Gamzee24
    Offline

    Gamzee24 Loner Premium

    Joined:
    Feb 23, 2015
    Messages:
    1,688
    IGN:
    Gamzee2448
    Buzz
     
  10. Dewsiee
    Offline

    Dewsiee Boss Member

    Joined:
    Mar 16, 2014
    Messages:
    5,482
    Screenshot by Lightshot
     
  11. Krissy
    Offline

    Krissy hyyh Administrator Discord Administrator Premium Premium

    Joined:
    Nov 25, 2013
    Messages:
    18,010
    Nice job on the lag reductions. I won't be testing them but im sure it will be much appreciated.
     
  12. CloudCorp
    Offline

    CloudCorp Active Member

    Joined:
    May 9, 2017
    Messages:
    267
    IGN:
    CloudCorp
    I had a zombie_pigman spawn naturally today....
     
  13. Leeeroieee
    Offline

    Leeeroieee Well-Known Member Premium

    Joined:
    Mar 26, 2017
    Messages:
    1,564
    IGN:
    Leeeroieee
    I guess they still do then. :eek:

    I'll update the status.
     
  14. Janne252
    Offline

    Janne252 Member

    Joined:
    Jul 4, 2018
    Messages:
    5
    Does this effectively disable any farming based on natural mob spawning, i.e. "mob towers", where the mobs are required to move on their own in order to get picked up by flowing water & "processed"?
    The vanilla spawning distance for hostile mobs is 24 blocks. With this change it is the same as the hostile mob activation distance. For a farm to actually work the player would consantly have to move between the threshold distances, to ensure the mobs both move & spawn.
     
Thread Status:
Not open for further replies.

Share This Page